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The purpose of this talk is to expose the concepts behind the 360 approach for objective design in open world games. This method was first developed and used at Ubisoft during Assassin's Creed 1 then refined over the years and is still in use in games like Far Cry. The talk will begin with a brief history of the method, how they used traditional progression curve techniques and tried to apply them to a non-linear approach. The talk will cover how they came to formalize this approach and various techniques you can use to complement it: gameplay focus, difficulty progression, emotional themes, etc. The talk will use examples from when they developed this technique on Assassin's Creed as well as how colleagues from Far cry have adapted it.